DBFZ/Adult Gohan/Combos: Difference between revisions

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<center>{{Character Label|DBFZ|Adult Gohan|size=32px|label=Gohan (Adult)}}</center>
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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || 4387 || ~1.5 || All || {{clr|6|Very Easy}} || Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else.
| 2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || 4387 || ~1.5 || All || {{ComboDifficulty|Very Easy}} || Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else.
|-
|-
| 5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL || 3835 || ~0.875 || All || {{clr|3|Easy}} || 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1.
| 5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL || 3835 || ~0.875 || All || {{ComboDifficulty|Easy}} || 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1.
|-
|-
| 2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL || ? || ? || All || {{clr|6|Very Easy}} || Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
| 2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL || 3995 || 0.9 || All || {{ComboDifficulty|Very Easy}} || Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
|-
|-
| ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL || ? || ? || All || {{clr|3|Easy}} || Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to.
| ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL || ? || ? || All || {{ComboDifficulty|Easy}} || Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to.
|-
|-
| ... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... || ? || ? || All || {{clr|3|Easy}} || Super ender route.  
| ... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... || ? || ? || Tall Characters || {{ComboDifficulty|Easy}} || Super ender route.  
|-
|-
| ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X || ? || ? || All || {{clr|3|Easy}} || Soft knockdown safejump, best oki you get at Level 0.
| ... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X || ? || ? || All || {{ComboDifficulty|Easy}} || Soft knockdown safejump, best oki you get at Level 0.
|-
|-
| ... j.LLS > j.214H || ? || ? || All || {{clr|6|Very Easy}} || Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen.
| ... j.L delay LS > j.214H || ? || ? || All || {{ComboDifficulty|Very Easy}} || Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen.
|-
|-
| ... j.LML2H > Vanish, j.214L || ? || ? || All || {{clr|6|Very Easy}} || Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen.  
| ... j.LML2H > Vanish, j.214L || ? || ? || All || {{ComboDifficulty|Very Easy}} || Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen.  
|-
|-
| ... j.LML2H > Vanish, j.DR || ? || ? || All || {{clr|6|Very Easy}} || Metered slide knockdown ender #3.
| ... j.LML2H > Vanish, j.DR || ? || ? || All || {{ComboDifficulty|Very Easy}} || Metered slide knockdown ender #3.
|-
| 2M > 5H > SD > 236[L] > 5L(2) > 3H > jc.LL2H > jc.LLS > SD > j.LLS > 214L || 4875 || ~1.55 || All || {{ComboDifficulty|Very Easy}} || Round start to corner rejump with SKD.
|}
|}


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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L || 4767 || ~1.4 || All || {{clr|6|Very Easy}} || Corner loopless combo.
| 2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L || 4767 || ~1.4 || All || {{ComboDifficulty|Very Easy}} || Corner loopless combo.
|-
|-
| ... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... || ? || ? || All || {{clr|7|Medium}} || Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H.
| ... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... || ? || ? || All || {{ComboDifficulty|Medium}} || Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H.
|-
|-
| 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops || ? || ? || All || {{clr|3|Easy}} || Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD.
| 2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops || ? || ? || All || {{ComboDifficulty|Easy}} || Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD.
|-
|-
| 2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops || ? || ? || All || {{clr|6|Very Easy}} || Lv0 only starter. Remember to neutral jump ({{Ni|8}}) instead of forward jump.
| 2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops || ? || ? || All || {{ComboDifficulty|Very Easy}} || Lv0 only starter. Remember to neutral jump ({{Ni|8}}) instead of forward jump.
|-
|-
| 2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops || ? || ? || All || {{clr|6|Very Easy}} || Lv0 only starter.
| 2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops || ? || ? || All || {{ComboDifficulty|Very Easy}} || Lv0 only starter.
|-
|-
| ... 5L(2) > 3H > sjc.M ... || ? || ? || All || {{clr|6|Very Easy}} || Loop ender.
| ... 5L(2) > 3H > sjc.M ... || ? || ? || All || {{ComboDifficulty|Very Easy}} || Loop ender.
|-
|-
| j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L || 3840 || ~-0.375 || All || {{clr|3|Easy}} || EX leg confirm. Don't mash 5L(2).
| j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L || 3840 || ~-0.375 || All || {{ComboDifficulty|Easy}} || EX leg confirm. Don't mash 5L(2).
|-
| 5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || 5579 || ~1.8 || All || {{ComboDifficulty|Very Easy}} || Loopless corner rejump using Masenko.
|}
|}


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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| ... j.2H > j.214L || ? || ? || All || {{clr|6|Very Easy}} || Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
| ... j.2H > j.214L || ? || ? || All || {{ComboDifficulty|Very Easy}} || Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
|-
|-
| ... j.L > delay j.LL > j.236M[4], j.2H > j.214L || ? || ? || All || {{clr|7|Medium}} || Extended version. Can be done at the end of anything from BnB to Vanish extension. Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but ''do not'' hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
| 2M > 5M > 5H > SD > j.MH > j.236L > 5L > 3H > sjc.MLL > jc.LL2H > j.214L || 4885+ || ~1.5 || All || {{ComboDifficulty|Easy}} || New 5H 236L combo.  
|-
|-
| SD > j.LL2H > j.214L/j.214M || ? || ? || All || {{clr|6|Very Easy}} || Sliding knockdown from Superdash. j.214M has better oki but switches sides.
| ... j.L > delay j.LL > j.236M[4], j.2H > j.214L || ? || ? || All || {{ComboDifficulty|Medium}} || Extended version. Can be done at the end of anything from BnB to Vanish extension. Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but ''do not'' hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
|-
|-
| ... j.L > delay j.LL > j.236M[6], neutral jump j.L ... || ? || ? || All || {{clr|7|Medium}} || Sideswitch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
| SD > j.LL2H > j.214L/j.214M || ? || ? || All || {{ComboDifficulty|Very Easy}} || Sliding knockdown from Superdash. j.214M has better oki but switches sides.
|-
|-
| 2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L || 4284+ || ~1.25 || All || {{clr|7|Medium}} || Full sideswitch combo. Add delays if required, time all of the jumps.
| ... j.L > delay j.LL > j.236M[6], neutral jump j.L ... || ? || ? || All || {{ComboDifficulty|Medium}} || Sideswitch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
|-
|-
| 2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L || 4418+ || ~1.25 || All || {{clr|7|Medium}} || Full sideswitch combo, sideswitch happens later but gives you more damage.
| 2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L || 4284+ || ~1.25 || All || {{ComboDifficulty|Medium}} || Full sideswitch combo. Add delays if required, time all of the jumps.
|-
|-
| 2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR || 5804+ || ~-1.125 || All || {{clr|7|Medium}} || Sideswitch examples. First one does it early, second one does it late but does more damage.
| 2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L || 4418+ || ~1.25 || All || {{ComboDifficulty|Medium}} || Full sideswitch combo, sideswitch happens later but gives you more damage.
|-
|-
| ... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L || ? || ? || All || {{clr|6|Very Easy}} || Vanish combo with sliding knockdown. Hurray!
| 2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR || 5804+ || ~-1.125 || All || {{ComboDifficulty|Medium}} || Sideswitch examples. First one does it early, second one does it late but does more damage.
|-
| ... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L || ? || ? || All || {{ComboDifficulty|Very Easy}} || Vanish combo with sliding knockdown. Hurray!
|-
| 5M > 2M > 236L > 5L(2) > 3H > sjc.MLL2H > SD > j.MLL2H > jc.L(dl)L > 236M[4] > j.2H > 214L || 5193 || ~1.5 || ? || {{ComboDifficulty|Easy}} || 236L link with legs extension.
|}
|}
===Notes===
===Notes===
214X giving a slide knockdown is HUGE for Adult Gohan.
214X giving a slide knockdown is HUGE for Adult Gohan.
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| 2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL || 5119+ || 1.9 || All ||  || Nice leg loops route, very consistent & works on (almost) all character sizes.
| 2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL || 5119+ || 1.9 || All ||  || Nice leg loops route, very consistent & works on (almost) all character sizes.
|-
|-
| 2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) || 6103+ || ? || All || {{clr|7|Medium}} || Corner bar dump. Requires a little over half a bar.
| 2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) || 6103+ || ? || All || {{ComboDifficulty|Medium}} || Corner bar dump. Requires a little over half a bar.
|-
| 5M > 2M > 5S > 236S > SD > j.MH > j.236[L] ▷ 5L(2) > 3H > jc.LL2H > SD > j.MLL2H > jc.LLL  || 5805+ || ~1.8 || All ||  || Can be done on a 2M starter, if so skip 5M entirely.
|}
 
==Potential Unleashed Level 5 and Up==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| 5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S || ? || ~2 || All || {{ComboDifficulty|Hard}} || Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example [https://www.youtube.com/watch?v=lnhUG6pDWn4 here.]
|-
| 5M > 2L > 3[L] > 2M > 3H > j.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L || ? || ~1.75 || All || {{ComboDifficulty|Easy}} || Simpler BnB extension for level 5. You reach the ground without j.2S.  
|}
|}


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!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S || ? || ? || All || || Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example [https://www.youtube.com/watch?v=lnhUG6pDWn4 here.]
| [5H > 236S > 236M > j.236L]*2 > 5H > 236S > 236M > j.214M || 8635 || ~2.06 || All || {{ComboDifficulty|Easy}} || Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to '''not''' use the legs before j.214M.
|-
|-
| 5M > 2L > 3[L] > 2M > 3H > j.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L || 5456 || ~1.75 || All || {{clr|3|Easy}} || Simpler BnB extension for level 7. You reach the ground without j.2S.
| ... > 236M > 236L > 66 > 2M > (delay) ... || ? || ? || All || {{ComboDifficulty|Very Easy}} || Midscreen loop. If you start with 236M the entire combo will be blue life. If you carry them to the corner you can switch to the corner loop. Add a delay before doing 236M again or the combo will drop.
|-
| [5H > 236S > 236M > j.236L]*3 > j.214M || 8635 || ~2.06 || All || {{clr|3|Easy}} || Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to '''not''' use the legs before j.214M.
|}
|}
===Notes===
===Notes===
These combos are not very practical, but they're very fun in training mode.
You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels.


==Assist Extensions==
==Assist Extensions==
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!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || Anywhere || ~5132+ || ~1.75 || All || {{clr|3|Easy}} || The 3H can be hard to get with certain assists so don't be afraid to forgo it.
| 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL || Anywhere || ~5132+ || ~1.75 || All || {{ComboDifficulty|Easy}} || The 3H can be hard to get with certain assists so don't be afraid to forgo it.
|-
|-
| 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL || Anywhere || ~4225+ || ~1.0 || All || {{clr|6|Very Easy}} || It's possible but don't do this.
| 2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL || Anywhere || ~4225+ || ~1.0 || All || {{ComboDifficulty|Very Easy}} || It's possible but don't do this.
|-
|-
| 2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super || Corner || ~7449+ || ~1.125 || All || {{clr|4|Hard}} || Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops.
| 2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super || Corner || ~7449+ || ~1.125 || All || {{ComboDifficulty|Hard}} || Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops.
|-
|-
| ... j.236[L] > Assist > DR > 236S > Super || Corner || ? || ? || All || {{clr|3|Easy}} || Most common assist extension in the corner.
| ... j.236[L] > Assist > DR > 236S > Super || Corner || ? || ? || All || {{ComboDifficulty|Easy}} || Most common assist extension in the corner.
|}
|}


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==Miscellaneous==
==Miscellaneous==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| ... > Vanish ▷ dash/dl 2M > 236M > Assist Tag > 5L || Anywhere || ? || ? || All || {{ComboDifficulty|Easy}} || Vanish 236M assist tag rejump. Work off any 236M when Smash is already used.
|}


==Video Examples==
==Video Examples==
{{#ev:youtube|ikU-LoPEwFM}}
{{#ev:youtube|GD7nGqVAbEk}}
{{#ev:youtube|KXVeTGc_Ato}}
{{#ev:youtube|QpoRvX_1OkI}}
{{#ev:youtube|58moqXaJXPY}}
{{#ev:youtube|TfVK6A9Khgc}}
{{#ev:youtube|A7a4XR9aPOs}}
{{#ev:youtube|FTTKGTlq_qA}}
{{#ev:youtube|AD56KBKn2Mc}}
{{#ev:youtube|OvJydr3MYYU}}
{{#ev:youtube|lCR9PJd1V1g}}
{{#ev:youtube|WTQ71PeFJgY}}
{{#ev:youtube|EH6HtB5ZyUk}}
{{#ev:youtube|xFZaeChDwy8}}
{{#ev:youtube|yifCtWIAiqk}}
{{#ev:youtube|VPQsLKi5zMs}}
{{#ev:youtube|YWDAbJ4k1EM}}


==Navigation==
==Navigation==
{{#lst:DBFZ/Adult Gohan/Data|Links}}
<center>{{Character Label|DBFZ|Adult Gohan|size=32px|label=Gohan (Adult)}}</center>
{{Navbar-DBFZ}}
{{DBFZ/CharacterLinks}}
{{DBFZ/Navigation}}

Latest revision as of 17:00, 21 January 2024

Gohan (Adult)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Potential Unleashed Level 0

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL 4387 ~1.5 All [1] Very Easy Basic BnB. The privilege starts here, as 3H adds an extra 200 damage which is 5LL-starter damage for everyone else.
5H > delay SD > airdash j.M ▷ 3H > sjc.LL2H > jc.LLL 3835 ~0.875 All [2] Easy 5H rejump route. Does less damage and loses sliding knockdown. Much better at Potential Unleashed lvl1.
2M > 5M > 3H > jc.LM > delay jc.LL2H > SD > j.LLL 3995 0.9 All [1] Very Easy Sides switch. Jump forward after j.M, slight delay j.L so that Gohan autocorrects.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLL2H > jc.LLL ? ? All [2] Easy Basic damage route, little to no pressure after. Timing the dash 2M takes practice to get used to.
... > Vanish ▷ dash 2M > delay 5M > 3H > jc.H > j.236[L] ▷ ... ? ? Tall Characters [2] Easy Super ender route.
... > Vanish ▷ dash 2M > 5M > 3H > sjc.MLH, airdash j.X ? ? All [2] Easy Soft knockdown safejump, best oki you get at Level 0.
... j.L delay LS > j.214H ? ? All [1] Very Easy Metered slide knockdown ender #1, the cheapest of the three for half a bar. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.214L ? ? All [1] Very Easy Metered slide knockdown ender #2. Also allows level 1 Super to hit mid-screen.
... j.LML2H > Vanish, j.DR ? ? All [1] Very Easy Metered slide knockdown ender #3.
2M > 5H > SD > 236[L] > 5L(2) > 3H > jc.LL2H > jc.LLS > SD > j.LLS > 214L 4875 ~1.55 All [1] Very Easy Round start to corner rejump with SKD.

Notes

Third route is a safe jump that covers (almost) all soft knockdown tech options. After j.H, just do airdash into an air button.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 5S > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L 4767 ~1.4 All [1] Very Easy Corner loopless combo.
... 5L(1) > jc.LM > delay j.H > j.236[L] ▷ ... ? ? All [3] Medium Leg loops. Lv0 and Lv1+ have different starters, but the loop is the same. At Lv1+, there is no need to delay j.H.
2M > 5S > 2S > SD > airdash j.H > j.236[L] ▷ Loops ? ? All [2] Easy Universal loop starter that also works at Lv1+. Especially useful in that it doesn't use smash, which later lets you get solo SKD.
2M > 5M > 3H > neutral jump jc.H > j.236[L] ▷ Loops ? ? All [1] Very Easy Lv0 only starter. Remember to neutral jump (8) instead of forward jump.
2M > 5S > 3H > jc.LH > j.236[L] ▷ Loops ? ? All [1] Very Easy Lv0 only starter.
... 5L(2) > 3H > sjc.M ... ? ? All [1] Very Easy Loop ender.
j.236H ▷ 5L(2) > 3H > sjc.MLL2H > jc.LLS > SD > j.LLS > j.214L 3840 ~-0.375 All [2] Easy EX leg confirm. Don't mash 5L(2).
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] > 2L > 5M > 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL 5579 ~1.8 All [1] Very Easy Loopless corner rejump using Masenko.

Potential Unleashed Level 1 and Up

Midscreen Combos

Combo Damage Meter Gain Works on: Difficulty Notes
... j.2H > j.214L ? ? All [1] Very Easy Everywhere meterless sliding knockdown. Opens up the rejump as a viable solo option.
2M > 5M > 5H > SD > j.MH > j.236L > 5L > 3H > sjc.MLL > jc.LL2H > j.214L 4885+ ~1.5 All [2] Easy New 5H 236L combo.
... j.L > delay j.LL > j.236M[4], j.2H > j.214L ? ? All [3] Medium Extended version. Can be done at the end of anything from BnB to Vanish extension. Slightly delay j.LL for the autocombo boost if needed, hold back during j.236M but do not hold M, don't mash j.2H as mashing L/M/H counts as doing j.236[M].
SD > j.LL2H > j.214L/j.214M ? ? All [1] Very Easy Sliding knockdown from Superdash. j.214M has better oki but switches sides.
... j.L > delay j.LL > j.236M[6], neutral jump j.L ... ? ? All [3] Medium Sideswitch with j.236M. Slightly delay j.LL for the autocombo boost if needed.
2M > 5M > 3H > sjc.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > SD > j.LL > j.236M[4], j.2H > j.214L 4284+ ~1.25 All [3] Medium Full sideswitch combo. Add delays if required, time all of the jumps.
2M > 5M > 3H > sjc.MLL2H > SD > j.LL > j.236M[6], neutral jump j.L > delay j.LL > j.236M[4], j.2H > j.214L 4418+ ~1.25 All [3] Medium Full sideswitch combo, sideswitch happens later but gives you more damage.
2M > 5M > 3H > sjc.ML2H > SD > j.ML2H > jc.LL2H > j.214H, delay j.M ▷ dash 3H > sjc.ML2H > jc.LL > j.236L > Vanish, j.DR 5804+ ~-1.125 All [3] Medium Sideswitch examples. First one does it early, second one does it late but does more damage.
... Vanish > 2M > 5M > 3H > sjc.MLL2H > jc.LML2H > j.214L ? ? All [1] Very Easy Vanish combo with sliding knockdown. Hurray!
5M > 2M > 236L > 5L(2) > 3H > sjc.MLL2H > SD > j.MLL2H > jc.L(dl)L > 236M[4] > j.2H > 214L 5193 ~1.5 ? [2] Easy 236L link with legs extension.

Notes

214X giving a slide knockdown is HUGE for Adult Gohan.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5S > 2S > SD > airdash j.H > j.236L > 5L(1) > jc.LMH > j.236L > 5L(1) > jc.MLL2H > SD > j.LL2H > jc.LLL 5119+ 1.9 All Nice leg loops route, very consistent & works on (almost) all character sizes.
2M > 5M > 5S > 3H > sjc.M2H > SD > j.M2H > jc.M2H > j.214H, delay j.L ▷ 3H > jc.H > j.236[L] ▷ 5L(1) > jc.LM > jc.LMH > Vanish ▷ 236M(1) 6103+ ? All [3] Medium Corner bar dump. Requires a little over half a bar.
5M > 2M > 5S > 236S > SD > j.MH > j.236[L] ▷ 5L(2) > 3H > jc.LL2H > SD > j.MLL2H > jc.LLL 5805+ ~1.8 All Can be done on a 2M starter, if so skip 5M entirely.

Potential Unleashed Level 5 and Up

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2L > 2M > 3H > j.MHLL > land > j.LHLM > jc.MHLL > land > 3H > j.LL2H > SD > j.LL2H > jc.LLL > j.2S ? ~2 All [4] Hard Rejump loop. You need to delay a lot of the air normals to keep the opponent at the right height. Video example here.
5M > 2L > 3[L] > 2M > 3H > j.MHL > delay j.LL > jc.LHLM2H > SD > j.LML2H > j.214L ? ~1.75 All [2] Easy Simpler BnB extension for level 5. You reach the ground without j.2S.

Potential Unleashed Level 7 Only

Combo Damage Meter Gain Works on: Difficulty Notes
[5H > 236S > 236M > j.236L]*2 > 5H > 236S > 236M > j.214M 8635 ~2.06 All [2] Easy Basic level 7 corner loops, leads into a solo meterless sparkless (without limit break) TOD if you level 1 into dhc level 1 at the end, but you can still use your level 3 if you don't want to switch characters. Damage and meter gain can vary based on when you cancel into j.236L tho'. Just remember to delay the 5H after the j.236L and to not use the legs before j.214M.
... > 236M > 236L > 66 > 2M > (delay) ... ? ? All [1] Very Easy Midscreen loop. If you start with 236M the entire combo will be blue life. If you carry them to the corner you can switch to the corner loop. Add a delay before doing 236M again or the combo will drop.

Notes

You will probably not use level 5 and up combos and even less level 7 only ones, but it's useful to know them just in case you get to higher levels.

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist ▷ dash 3H > sjc.MLL2H > SD > j.MLL2H > jc.LLL Anywhere ~5132+ ~1.75 All [2] Easy The 3H can be hard to get with certain assists so don't be afraid to forgo it.
2M > 5M > 3H > sjc.MLL > jc.LLL > Assist > SD > j.LLL Anywhere ~4225+ ~1.0 All [1] Very Easy It's possible but don't do this.
2M > 5S > 236S > A1, 5H > SD > j.MH > j.236[L] ▷ {Loops}x2 > A2 ▷ DR > 236S > Super Corner ~7449+ ~1.125 All [4] Hard Double assist sparkless ToD at Lv1+. Place delays in between inputs during loops, or else the j.236[L] drops.
... j.236[L] > Assist > DR > 236S > Super Corner ? ? All [2] Easy Most common assist extension in the corner.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Notes

During Sparking! gets access to better mix off blockstrings with assists. >https://youtu.be/YgYamDqHVA4?t=2013

Miscellaneous

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > Vanish ▷ dash/dl 2M > 236M > Assist Tag > 5L Anywhere ? ? All [2] Easy Vanish 236M assist tag rejump. Work off any 236M when Smash is already used.

Video Examples

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